Jump to content

New Weapon Balance Post


57 replies to this topic

#21 Dakkath

    Member

  • PipPipPipPipPipPipPipPip
  • 1,980 posts
  • LocationG-14 Classified

Posted 15 November 2012 - 11:57 AM

Still thinking the Large lasers need a DOT duration tweak Paul. :)

#22 Jun Watarase

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,504 posts

Posted 15 November 2012 - 11:57 AM

View PostVirtusx, on 15 November 2012 - 11:48 AM, said:


Points to LRMs "will get a 0.1 damage buff." See that that does for the LRM's.


Well let's see...

4 tons of artemis LRMs = 480 missles. We know for a fact that 1 ton of artemis LRM ammo = 4% damage on an Atlas out in the open right now. So we can calculate that currently, 4 tons of artemis LRM ammo = 16% damage to an Atlas in the open.

A 0.1 damage buff to a missle that does 1.7 damage each is a roughly 6% damage buff. Now, 16% damage to an Atlas out in the open + 6% damage buff = roughly 17% damage to the Atlas.

Congratulations, you are spending 20 tons on a weapon system that does 17% damage to an Atlas out in the open and which requires a 60k c-bill rearm cost every match. And this is all assuming you can actually fire all 480 missles without someone interrupting you.

Sometimes i wonder if PGI even has an internal testing team. How hard can it to be to grab two guys and say "Okay, you two, take LRMs, shoot them at each other, record damage per volley, and give us the figures in 15 mins."?

Edited by Jun Watarase, 15 November 2012 - 11:59 AM.


#23 AlexEss

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 2,491 posts
  • Locationthe ol north

Posted 15 November 2012 - 11:59 AM

Sounds good to me. Might actually be worth re-tuning my YLW to a ac/20 brawler again.

Also i was under the impression that the main point of the Artemis was to make the missiles hit the same spot more often.. not do more damage per se. (i might be wrong.. not using any missile based mech at this time)

#24 Kaijin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,137 posts

Posted 15 November 2012 - 11:59 AM

Quote

  • Artemis is fine where it is at the moment.
  • LRMs will get a 0.1 damage buff
Unbelievable. Does PGI even keep track of weapon use? Practically the only LRMs I've seen in the game since they hit them with a massive nerf bat have been from the trial Catapult C1s. Just a 0.1 damage buff? No change in arc or spread? Think I'll be staying with the lasers.

#25 Clay Pigeon

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 3
  • Mercenary Rank 3
  • 1,121 posts

Posted 15 November 2012 - 11:59 AM

Want to buff the AC/20? Reduce its heat per shot. Right now it's just too hot.

Edited by Clay Pigeon, 15 November 2012 - 12:00 PM.


#26 Random Numbers

    Member

  • PipPipPip
  • 61 posts

Posted 15 November 2012 - 12:02 PM

AC20 could use some velocity for it's rounds. 750 is mighty slow.

Though to be honest. I'd rather they worked non-stop on the netcode before "balancing" anymore weapons :)

#27 Clay Pigeon

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 3
  • Mercenary Rank 3
  • 1,121 posts

Posted 15 November 2012 - 12:03 PM

View PostRandom Numbers, on 15 November 2012 - 12:02 PM, said:

AC20 could use some velocity for it's rounds. 750 is mighty slow.

Though to be honest. I'd rather they worked non-stop on the netcode before "balancing" anymore weapons :)

Those two things require different skill sets.

#28 Virtusx

    Member

  • PipPipPipPipPipPip
  • 217 posts

Posted 15 November 2012 - 12:04 PM

View PostJun Watarase, on 15 November 2012 - 11:57 AM, said:


Well let's see...

4 tons of artemis LRMs = 480 missles. We know for a fact that 1 ton of artemis LRM ammo = 4% damage on an Atlas out in the open right now. So we can calculate that currently, 4 tons of artemis LRM ammo = 16% damage to an Atlas in the open.

A 0.1 damage buff to a missle that does 1.7 damage each is a roughly 6% damage buff. Now, 16% damage to an Atlas out in the open + 6% damage buff = roughly 17% damage to the Atlas.

Congratulations, you are spending 20 tons on a weapon system that does 17% damage to an Atlas out in the open and which requires a 60k c-bill rearm cost every match. And this is all assuming you can actually fire all 480 missles without someone interrupting you.

Sometimes i wonder if PGI even has an internal testing team. How hard can it to be to grab two guys and say "Okay, you two, take LRMs, shoot them at each other, record damage per volley, and give us the figures in 15 mins."?


I am not disagreeing with you, just pointed out we need to see what it really does in the game. I think part of the TT translation failed with LRM's. Why do I say that? because when rolling for hits for LRM's you grouped into 5 missile chunks and rolled for location. With random hits it increased a chance at cockpit hits (if I remember right did damage to the pilot) or hitting a weak spot. Since no random rolls some weapons got stronger and some lost an advantage or two.

#29 AgroAlba

    Member

  • PipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 365 posts

Posted 15 November 2012 - 12:08 PM

Sounds great to me. Putting a Gauss rifle in a torso that has an XL could mean serious bad news... I like it.

#30 ReD3y3

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 480 posts

Posted 15 November 2012 - 12:13 PM

Bleh

Gauss is fine.

Dont make good weapons bad.

Make bad weapons good.

Please bring other weapons up to gauss level instead of taking gauss lvl down to bad weapon level.

AKA

Make all the **** good.... dont nerf all the **** down.

#31 flackee

    Member

  • PipPipPipPipPip
  • Survivor
  • Survivor
  • 109 posts

Posted 15 November 2012 - 12:15 PM

I think that having weapon hits reliably register on the server is a pre-requisite for any weapon balancing.

Edited by flackee, 15 November 2012 - 12:18 PM.


#32 Dakkath

    Member

  • PipPipPipPipPipPipPipPip
  • 1,980 posts
  • LocationG-14 Classified

Posted 15 November 2012 - 12:16 PM

View PostReD3y3, on 15 November 2012 - 12:13 PM, said:

Bleh

Gauss is fine.

Dont make good weapons bad.

Make bad weapons good.

Please bring other weapons up to gauss level instead of taking gauss lvl down to bad weapon level.

AKA

Make all the **** good.... dont nerf all the **** down.



That doesn't make sense. All weapons need to have pros and cons. Else, we'll just have one weapon that does the same thing, with different skins.

#33 Gristle

    Member

  • PipPipPipPipPipPip
  • 484 posts
  • LocationN. E. Kentucky

Posted 15 November 2012 - 12:18 PM

I know what your thinking...did he fire 6 shots or 7...now being that the AC/20 is the most powerful AC in the game, and one shot will knock you on your ***, you just gotta ask yourself one question, "do I feel lucky?" Well do ya...PUNK.

#34 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 15 November 2012 - 12:20 PM

View PostClay Pigeon, on 15 November 2012 - 11:59 AM, said:

Want to buff the AC/20? Reduce its heat per shot. Right now it's just too hot.


They already did last patch. It now puts 6 heat/shot- double of an AC/10, instead of 7 heat/shot.

I was running a dual AC/20 K2 after the patch. Ran really, really nice.

#35 EvilCow

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,243 posts

Posted 15 November 2012 - 12:20 PM

Nice plan! however I have to ask, why no love for the LBX10?

#36 INAPPROPRIATE NAME 0001

    Member

  • PipPipPipPipPip
  • Bad Company
  • 144 posts

Posted 15 November 2012 - 12:20 PM

View PostReD3y3, on 15 November 2012 - 12:13 PM, said:

Bleh

Gauss is fine.

Dont make good weapons bad.

Make bad weapons good.

Please bring other weapons up to gauss level instead of taking gauss lvl down to bad weapon level.

AKA

Make all the **** good.... dont nerf all the **** down.

This, but also nerf gausscat.

View PostVirtusx, on 15 November 2012 - 11:39 AM, said:

Like you name, it made me smile.


That was the idea behind the old name but PGI disagreed.

Edited by INAPPROPRIATE NAME 0001, 15 November 2012 - 12:21 PM.


#37 DrBlue62

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 154 posts

Posted 15 November 2012 - 12:24 PM

View PostJun Watarase, on 15 November 2012 - 11:57 AM, said:


Well let's see...

4 tons of artemis LRMs = 480 missles. We know for a fact that 1 ton of artemis LRM ammo = 4% damage on an Atlas out in the open right now. So we can calculate that currently, 4 tons of artemis LRM ammo = 16% damage to an Atlas in the open.

A 0.1 damage buff to a missle that does 1.7 damage each is a roughly 6% damage buff. Now, 16% damage to an Atlas out in the open + 6% damage buff = roughly 17% damage.

Please post the evidence indicating this. I would like to see it as launching missiles isn't my fancy.

#38 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 15 November 2012 - 12:24 PM

View PostINAPPROPRIATE NAME 0001, on 15 November 2012 - 12:20 PM, said:

This, but also nerf gausscat.


Having Gauss rifles blow up more often will do wonders in that regard. I've already had lucky two-shots from behind on K2's mounting them- shot the back left, critted the Gauss, entire side torso blacked out, shot the back right, same result.

If they get the Gauss properly tempermental (they're supposed to go boom easily and often) you're gonna see K2's having parts fly every time a light 'Mech gets on their six and shoots for the guns, not to mention anyone who dumps LRMs on them, since they tend to chew up the side torsos on K2's rather brutally if they don't have their PPC arms.

#39 Clay Pigeon

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 3
  • Mercenary Rank 3
  • 1,121 posts

Posted 15 November 2012 - 12:33 PM

The problem is that the gausskat's gauss locations are very difficult to hit from the front, unlike the gauss locations on every other mech in game.

If they did something with the k2's model's side torsos depending on its loadout (similar to the arms of the k2 are loadout dependent now), then it migtht not be such an issue. Of course a quick and easy fix would be to move the MG hardpoints to the CT, and to strip every player-owned k2 next patch.

#40 Monky

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 3,219 posts
  • LocationHypothetical Warrior

Posted 15 November 2012 - 12:41 PM

Personally I think the AC round speed and PPC speed increases are the best options. The Gauss rifle tweak would be an improvement but I think it needs more (charging time to fire, so that it can't just be an easy point-shoot, would also be an acceptable fix for close combat brawling with a Gauss - it's a to-hit penalty, just like Battletech).





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users